#include <G4RPGKMinusInelastic.hh>
Inheritance diagram for G4RPGKMinusInelastic:
Public Member Functions | |
G4RPGKMinusInelastic () | |
~G4RPGKMinusInelastic () | |
G4HadFinalState * | ApplyYourself (const G4HadProjectile &aTrack, G4Nucleus &targetNucleus) |
Definition at line 40 of file G4RPGKMinusInelastic.hh.
G4RPGKMinusInelastic::G4RPGKMinusInelastic | ( | ) | [inline] |
Definition at line 44 of file G4RPGKMinusInelastic.hh.
References G4HadronicInteraction::SetMaxEnergy(), and G4HadronicInteraction::SetMinEnergy().
00044 : G4RPGInelastic("G4RPGKMinusInelastic") 00045 { 00046 SetMinEnergy( 0.0 ); 00047 SetMaxEnergy( 25.*CLHEP::GeV ); 00048 }
G4RPGKMinusInelastic::~G4RPGKMinusInelastic | ( | ) | [inline] |
G4HadFinalState * G4RPGKMinusInelastic::ApplyYourself | ( | const G4HadProjectile & | aTrack, | |
G4Nucleus & | targetNucleus | |||
) | [virtual] |
Implements G4HadronicInteraction.
Definition at line 35 of file G4RPGKMinusInelastic.cc.
References G4RPGInelastic::CalculateMomenta(), G4Nucleus::Cinema(), G4Nucleus::EvaporationEffects(), G4cout, G4endl, G4HadProjectile::Get4Momentum(), G4HadProjectile::GetDefinition(), G4DynamicParticle::GetDefinition(), G4ReactionProduct::GetKineticEnergy(), G4HadProjectile::GetKineticEnergy(), G4HadProjectile::GetMaterial(), G4ReactionProduct::GetMomentum(), G4Material::GetName(), G4ParticleDefinition::GetParticleName(), G4ParticleDefinition::GetPDGMass(), G4FastVector< Type, N >::Initialize(), isAlive, G4InuclParticleNames::pp, G4Nucleus::ReturnTargetParticle(), G4HadFinalState::SetEnergyChange(), G4ReactionProduct::SetKineticEnergy(), G4ReactionProduct::SetMomentum(), G4HadFinalState::SetMomentumChange(), G4ReactionProduct::SetSide(), G4HadFinalState::SetStatusChange(), G4RPGInelastic::SetUpChange(), G4HadronicInteraction::theParticleChange, and G4HadronicInteraction::verboseLevel.
00037 { 00038 const G4HadProjectile *originalIncident = &aTrack; 00039 if (originalIncident->GetKineticEnergy()<= 0.1*MeV) 00040 { 00041 theParticleChange.SetStatusChange(isAlive); 00042 theParticleChange.SetEnergyChange(aTrack.GetKineticEnergy()); 00043 theParticleChange.SetMomentumChange(aTrack.Get4Momentum().vect().unit()); 00044 return &theParticleChange; 00045 } 00046 00047 // create the target particle 00048 00049 G4DynamicParticle *originalTarget = targetNucleus.ReturnTargetParticle(); 00050 G4ReactionProduct targetParticle( originalTarget->GetDefinition() ); 00051 00052 if( verboseLevel > 1 ) 00053 { 00054 const G4Material *targetMaterial = aTrack.GetMaterial(); 00055 G4cout << "G4RPGKMinusInelastic::ApplyYourself called" << G4endl; 00056 G4cout << "kinetic energy = " << originalIncident->GetKineticEnergy() << "MeV, "; 00057 G4cout << "target material = " << targetMaterial->GetName() << ", "; 00058 G4cout << "target particle = " << originalTarget->GetDefinition()->GetParticleName() 00059 << G4endl; 00060 } 00061 G4ReactionProduct currentParticle( const_cast<G4ParticleDefinition *>(originalIncident->GetDefinition()) ); 00062 currentParticle.SetMomentum( originalIncident->Get4Momentum().vect() ); 00063 currentParticle.SetKineticEnergy( originalIncident->GetKineticEnergy() ); 00064 00065 // Fermi motion and evaporation 00066 // As of Geant3, the Fermi energy calculation had not been Done 00067 00068 G4double ek = originalIncident->GetKineticEnergy(); 00069 G4double amas = originalIncident->GetDefinition()->GetPDGMass(); 00070 00071 G4double tkin = targetNucleus.Cinema( ek ); 00072 ek += tkin; 00073 currentParticle.SetKineticEnergy( ek ); 00074 G4double et = ek + amas; 00075 G4double p = std::sqrt( std::abs((et-amas)*(et+amas)) ); 00076 G4double pp = currentParticle.GetMomentum().mag(); 00077 if( pp > 0.0 ) 00078 { 00079 G4ThreeVector momentum = currentParticle.GetMomentum(); 00080 currentParticle.SetMomentum( momentum * (p/pp) ); 00081 } 00082 00083 // calculate black track energies 00084 00085 tkin = targetNucleus.EvaporationEffects( ek ); 00086 ek -= tkin; 00087 currentParticle.SetKineticEnergy( ek ); 00088 et = ek + amas; 00089 p = std::sqrt( std::abs((et-amas)*(et+amas)) ); 00090 pp = currentParticle.GetMomentum().mag(); 00091 if( pp > 0.0 ) 00092 { 00093 G4ThreeVector momentum = currentParticle.GetMomentum(); 00094 currentParticle.SetMomentum( momentum * (p/pp) ); 00095 } 00096 00097 G4ReactionProduct modifiedOriginal = currentParticle; 00098 00099 currentParticle.SetSide( 1 ); // incident always goes in forward hemisphere 00100 targetParticle.SetSide( -1 ); // target always goes in backward hemisphere 00101 G4bool incidentHasChanged = false; 00102 G4bool targetHasChanged = false; 00103 G4bool quasiElastic = false; 00104 G4FastVector<G4ReactionProduct,GHADLISTSIZE> vec; // vec will contain the secondary particles 00105 G4int vecLen = 0; 00106 vec.Initialize( 0 ); 00107 00108 const G4double cutOff = 0.1*MeV; 00109 if( currentParticle.GetKineticEnergy() > cutOff ) 00110 Cascade( vec, vecLen, 00111 originalIncident, currentParticle, targetParticle, 00112 incidentHasChanged, targetHasChanged, quasiElastic ); 00113 00114 CalculateMomenta( vec, vecLen, 00115 originalIncident, originalTarget, modifiedOriginal, 00116 targetNucleus, currentParticle, targetParticle, 00117 incidentHasChanged, targetHasChanged, quasiElastic ); 00118 00119 SetUpChange( vec, vecLen, 00120 currentParticle, targetParticle, 00121 incidentHasChanged ); 00122 00123 delete originalTarget; 00124 return &theParticleChange; 00125 }